texture g_Texture;

sampler TextureSampler = sampler_state {
	Texture = (g_Texture);
	AddressU = CLAMP;
	AddressV = CLAMP;
	MinFilter = LINEAR;
	MagFilter = LINEAR;
	MipFilter = LINEAR;
};

void SplatsPS(
	float4 Color : COLOR0,
	float2 TexCoord : TEXCOORD0,
	out float4 Out : COLOR0)
{
	Out = tex2D(TextureSampler, TexCoord) * Color;
}

technique {
	pass {
		PixelShader = compile ps_3_0 SplatsPS();
	}
}
